Kaucukovnik
Cipher
- Joined
- Mar 26, 2009
- Messages
- 488
Wizardry 8 Enhancements
Download version 0.7
Download 0.6 to 0.7 update (just unpack and overwrite 0.6 files)
Download version 0.75
Download version 0.9 RC
Unpack in a directory with clean Wiz8 installation, patched to 1.24 (no patch needed with 0.75)
Version 0.9 is an installer, just point it to your game location.
Final version will have both 7z archive and installer, I just need to have the installer thoroughly tested first.
Run the game usingWiz8+.exe (it has a new icon)
See the pdf readme for further info about included exe files.
Savegame compatibility: Using saves from different versions (Except 0.6->0.7) not recommended due to character class changes.
Faster combat
-speed of party members' melee attacks untouched, probably hardcoded
Character class changes
-Samurai can use polearms
-Lord has more flexible and appropriate skill set
-Ninja has faster level progression (same as other hybrids now)
Inventory modifications
Individual item graphics
Some newer ones:
Item properties and location changes
Alchemy rebalance
Worst price bumps removed. Alchemy is still profitable, but you can no longer make absurd wealth in no time. There is also much less need for that money, since many items are found instead of bought.
Magic rebalance
Direct damage spells were rather useless later in the game, compared to status effects and brute force. Beware, some of the improved spells are cast by enemies as well, so this isn't neccessarily making things easier.
Unfortunately I haven't found a way to add or alter status effects of spells. Damage will have to do.
============================
Stand-alone components:
Individual item graphics (less items compared to the full version, will update eventually)
Faster combat
============================
New areas (testing versions)
============================
Marten's Pagoda preview (walkaround)
You can just add this and reload an existing save (even in Trynton), and the pagoda will be there. No interactivity yet.
Images:
Download
============================
Crypt BETA
Images:
Also retextures most terrain around Arnika and fixes seams and stretched textures.
Contains unofficial exe patch that fixes the speed wraparound bug.
Full documentation with credits will be included in the "final" release.
Run with !START!.bat
There is a new version of the fastanim.exe that doesn't break the mod like the original would.
Starting a new game is required. Works both with and without my other mods.
Always keep your savegame before you have enterted the crypt! So make a save, go in explore, then reload and go on with your game. This way you can add most possible fixes mid-game, without the need to restart. All visited areas keep their data in saves.
Download
Patches:
-A remnant from testing slipped in the beta, hereis the fix. Put it in data\databases if your refuse the insane experience points from the very first battle.
-Another fix, to be able to enter the crypt, hope it's the last nasty one.
============================
Dwarven city
Screenshots:
Test version download
Unpack the content of the archive in your Wizardry 8 clean install Levels subdirectory, start a new game, turn around and walk into the waterfall.
There is still a lot of geometry missing and the lighting is far from perfect, but you can get a good idea already.
My notes on dwarves in Wizardry, mostly for people with interest to collaborate:
IF THIS MOD IS TO BE FINISHED IN ANY IMAGINABLE TIMEFRAME, I WILL NEED HELP
I expect the dwarven area to be ready for adding actual gameplay within a week. Then I'll wrap up the base version, at least database-wise so that no further updates to that one need editing both "vanilla" and "new content" variants.
Anyone joining the project will have two small and one large area to work with, so therefore I'm starting recruitment.
============================
A guide summarizing my findings while making the above areas can be downloaded here.
============================
Original thread that started this all is here.
Download version 0.7
Download 0.6 to 0.7 update (just unpack and overwrite 0.6 files)
Download version 0.75
Download version 0.9 RC
Unpack in a directory with clean Wiz8 installation, patched to 1.24 (no patch needed with 0.75)
Version 0.9 is an installer, just point it to your game location.
Final version will have both 7z archive and installer, I just need to have the installer thoroughly tested first.
Run the game usingWiz8+.exe (it has a new icon)
See the pdf readme for further info about included exe files.
Savegame compatibility: Using saves from different versions (Except 0.6->0.7) not recommended due to character class changes.
Faster combat
- All monster animations speed increased
- Velocity of all conventional projectiles greatly increased
- Rockets fly twice as fast
- Poison Spit and Stinger Thorn sped up, as they are extensively used by monsters encountered in large groups
-speed of party members' melee attacks untouched, probably hardcoded
Character class changes
-Samurai can use polearms
-Lord has more flexible and appropriate skill set
-Ninja has faster level progression (same as other hybrids now)
Inventory modifications
Individual item graphics
- Most armor pieces
- Most weapons
- All ammunition
- All potions and beverages
- All spellbooks (magic schools on covers)
- Almost all misc.equippables
Some newer ones:
Item properties and location changes
- Addressed lack of proper equipment for various character builds
- Balanced available MP regeneraion - toned down most hybrids, buffed specialist casters, bishop and ninja
- Spread MP recovery across more items, starting earlier through the game
- Many unused items placed in game
All items with set placement have been removed from random drop lists and merchants.
Cane of Corpus
Added penalty to Armor -3 to offset Robes of Rejuvenation
Monstrance, Holy Basher
+5 Piety (flavor bonus, felt too mundane)
Hayai Bo
Initiative +2 raised to +5
price 1750 raised to 2500
Mace, Stun Mace, War Scepter - primary, secondary
The Mauler - set location in Rapax Castle
Zizka Star - turned into the much needed Lord endgame weapon, as it is based on a mace that was a leader's symbol
Lord only
To Hit +4, Initiative +1, Damage 12-30
10% KO, 10% Turncoat (Possess)
Required Piety 70
Iron Will +15, Senses -10
Price: 40 000
-set location in Sea Caves
Faust Halberd - increased drop %
Maenad's Lance (originally unavailable)
-set location in Sea Caves
Sai
Added AC +1, sold by Ferro, price 1250 raised to 2500
Cutlass- primary, secondary
Cutlass of the Damned
Damage 2-10 increased to 3-11
To Hit +1 increased to +2
Initiative of 0 raised to +1
Primary, secondary
Blade Cuisinart
Primary, secondary
-set location in Upper Rapax Castle
Vorpal Blade
-set location in Rapax Rift
Demonsbane
Damage raised from 5-16 to 6-24 (the bonus damage percentage against demons seems to be hardcoded)
To Hit +1 improved to +4
Ivory Blade- KO 5%, Turncoat 1%
Muramasa - same place, but 100% chance
No-Dachi
Damage 5-21 raised to 5-25
Excaliber – same place, but 100% chance
Cleaver- primary, secondary
Bearded War Axe
Damage 1-6 increased to 2-12
Initiative +1 lowered to zero
Bipennis - damage changed from 7-21 to 10-24
Crusader's 2H Axe +1 - increased drop %
Axe of Many Runes
3% Sleep, Paralyze, Hex, Kill, KO, Drain HP, Insanity
To Hit -8 changed to -3
Beastslayer Axe
Damage 3-17 increased to 8-20
To Hit +1 raised to +3
Primary, secondary (now on par with Diamond Eyes vs non-beasts)
Blades of Aesir
Damage 5-35 raised to 10-36
Initial Iceball charges 8-16 instead of 4-16
-set location in Rapax Castle
The Ripper
Damage 6-27 increased to 10-28
Kill 5% raised to 10% (to offset the low speed)
Eagle Eye Bow - set location in Rapax Away Camp
Rocket Launcher - KO 10%
-Sgt.Kunar is better supplied with rockets, price 400 -> 500
All kinds of throwing knives, darts and shurikens
-increased available quantities at vendors
Infinity Helm
Original: HP+2, ST+5, MP+5
Now: HP+3, ST+5, MP+3 - improved for fighters and nerfed for casting hybrids, gives MP edge back to specialists
-set location at the Ascension Peak
Hi-Kane-Do (U) - Added MP+1
Hi-Kane-Do (L) - Added ST+1
Golden Breastplate -set location in Sea Caves
Cloak of Many Colors – set location in Bayjin Shallows
Locket of Reflection, Necklace of Endurance - both female & male (M bards were gimped)
Aeromancer/ Geomancer/ Hydromancer/ Pyromancer's Ring
Alchemist, Mage, Psionic only
Added MP +1
Ankh of Sancticity
Bishop,Priest, Monk only
Added MP +1
Amulet of Nebdar
Alchemist, Mage, Priest, Psionic only - specialists had little advantage over a properly trained bishop
MP increased from +1 to +4
Senses -5 changed to -10
Robes of Rejuvenation
MP +1 changed to +2
AC decreased from +6 to +5
ALL robes can be worn by Faeries and Ninjas
Spears and Naginata usable by Samurai
Dragon Kite not usable by Samurai
Originally unused gadgets
Demon Doll - set location in Upper Rapax Castle and Jack in the Box can be upgraded to Demon in the Box
High Voltage Trasformer- set location at the Mount Gigas peak, so it is possible to create the Electroshocker
Loudspeaker placed in the Umpani Camp, Electric Eye in Lower Marten's Bluff, Watchdog Alarm can be created
moved Ptorch to Arnika and X-Ray Chip in Mt.Gigas power station, now their locations and requirements make sense
Added penalty to Armor -3 to offset Robes of Rejuvenation
Monstrance, Holy Basher
+5 Piety (flavor bonus, felt too mundane)
Hayai Bo
Initiative +2 raised to +5
price 1750 raised to 2500
Mace, Stun Mace, War Scepter - primary, secondary
The Mauler - set location in Rapax Castle
Zizka Star - turned into the much needed Lord endgame weapon, as it is based on a mace that was a leader's symbol
Lord only
To Hit +4, Initiative +1, Damage 12-30
10% KO, 10% Turncoat (Possess)
Required Piety 70
Iron Will +15, Senses -10
Price: 40 000
-set location in Sea Caves
Faust Halberd - increased drop %
Maenad's Lance (originally unavailable)
-set location in Sea Caves
Sai
Added AC +1, sold by Ferro, price 1250 raised to 2500
Cutlass- primary, secondary
Cutlass of the Damned
Damage 2-10 increased to 3-11
To Hit +1 increased to +2
Initiative of 0 raised to +1
Primary, secondary
Blade Cuisinart
Primary, secondary
-set location in Upper Rapax Castle
Vorpal Blade
-set location in Rapax Rift
Demonsbane
Damage raised from 5-16 to 6-24 (the bonus damage percentage against demons seems to be hardcoded)
To Hit +1 improved to +4
Ivory Blade- KO 5%, Turncoat 1%
Muramasa - same place, but 100% chance
No-Dachi
Damage 5-21 raised to 5-25
Excaliber – same place, but 100% chance
Cleaver- primary, secondary
Bearded War Axe
Damage 1-6 increased to 2-12
Initiative +1 lowered to zero
Bipennis - damage changed from 7-21 to 10-24
Crusader's 2H Axe +1 - increased drop %
Axe of Many Runes
3% Sleep, Paralyze, Hex, Kill, KO, Drain HP, Insanity
To Hit -8 changed to -3
Beastslayer Axe
Damage 3-17 increased to 8-20
To Hit +1 raised to +3
Primary, secondary (now on par with Diamond Eyes vs non-beasts)
Blades of Aesir
Damage 5-35 raised to 10-36
Initial Iceball charges 8-16 instead of 4-16
-set location in Rapax Castle
The Ripper
Damage 6-27 increased to 10-28
Kill 5% raised to 10% (to offset the low speed)
Eagle Eye Bow - set location in Rapax Away Camp
Rocket Launcher - KO 10%
-Sgt.Kunar is better supplied with rockets, price 400 -> 500
All kinds of throwing knives, darts and shurikens
-increased available quantities at vendors
Infinity Helm
Original: HP+2, ST+5, MP+5
Now: HP+3, ST+5, MP+3 - improved for fighters and nerfed for casting hybrids, gives MP edge back to specialists
-set location at the Ascension Peak
Hi-Kane-Do (U) - Added MP+1
Hi-Kane-Do (L) - Added ST+1
Golden Breastplate -set location in Sea Caves
Cloak of Many Colors – set location in Bayjin Shallows
Locket of Reflection, Necklace of Endurance - both female & male (M bards were gimped)
Aeromancer/ Geomancer/ Hydromancer/ Pyromancer's Ring
Alchemist, Mage, Psionic only
Added MP +1
Ankh of Sancticity
Bishop,Priest, Monk only
Added MP +1
Amulet of Nebdar
Alchemist, Mage, Priest, Psionic only - specialists had little advantage over a properly trained bishop
MP increased from +1 to +4
Senses -5 changed to -10
Robes of Rejuvenation
MP +1 changed to +2
AC decreased from +6 to +5
ALL robes can be worn by Faeries and Ninjas
Spears and Naginata usable by Samurai
Dragon Kite not usable by Samurai
Originally unused gadgets
Demon Doll - set location in Upper Rapax Castle and Jack in the Box can be upgraded to Demon in the Box
High Voltage Trasformer- set location at the Mount Gigas peak, so it is possible to create the Electroshocker
Loudspeaker placed in the Umpani Camp, Electric Eye in Lower Marten's Bluff, Watchdog Alarm can be created
moved Ptorch to Arnika and X-Ray Chip in Mt.Gigas power station, now their locations and requirements make sense
Alchemy rebalance
Worst price bumps removed. Alchemy is still profitable, but you can no longer make absurd wealth in no time. There is also much less need for that money, since many items are found instead of bought.
Bless - price decreased from 800 to 550
Cure Disease - decreased from 1500 to 1000
Renewal - the insane price of 5000 dropped to 2000
Pandemonium Powder - price 3000 down to 1500
Skeleton Powder - price increased from 600 to 1200
Devil Dust - price raised from 90 to 350, replaced Sneeze Powder as ingredient for Pandemonium Powder
Cure Disease - decreased from 1500 to 1000
Renewal - the insane price of 5000 dropped to 2000
Pandemonium Powder - price 3000 down to 1500
Skeleton Powder - price increased from 600 to 1200
Devil Dust - price raised from 90 to 350, replaced Sneeze Powder as ingredient for Pandemonium Powder
Magic rebalance
Direct damage spells were rather useless later in the game, compared to status effects and brute force. Beware, some of the improved spells are cast by enemies as well, so this isn't neccessarily making things easier.
Unfortunately I haven't found a way to add or alter status effects of spells. Damage will have to do.
Spell Damage New damage
Acid Bomb 1-6 3-6
Blizzard 2-18 4-20
Cerebral Hem. 2-48 16-44
Crush 2-30 12-30
Draining Cloud 1-5 3-9
Earthquake 3-21 5-30
Energy Blast 1-7 1-8
Falling Stars 2-16 1-24
Fireball 2-8 4-8
Firestorm 2-8 1-12
Iceball 2-10 2-12
Lightning 2-16 6-18
Magic Missiles 1-7 2-8
Nuclear Blast 3-21 4-24
Prismic Chaos 3-27 6-30
Prismic Fire 2-16 3-18
Fire Bomb 2-10 same, added duration
Psionic Fire 2-10 4-12
Shrill Sound 1-5 3-4
Toxic Cloud 1-4 1-6
Tsunami 3-27 4-36
Whipping Rocks 2-10 4-10
Whirlwind 2-8 3-12
Acid Bomb 1-6 3-6
Blizzard 2-18 4-20
Cerebral Hem. 2-48 16-44
Crush 2-30 12-30
Draining Cloud 1-5 3-9
Earthquake 3-21 5-30
Energy Blast 1-7 1-8
Falling Stars 2-16 1-24
Fireball 2-8 4-8
Firestorm 2-8 1-12
Iceball 2-10 2-12
Lightning 2-16 6-18
Magic Missiles 1-7 2-8
Nuclear Blast 3-21 4-24
Prismic Chaos 3-27 6-30
Prismic Fire 2-16 3-18
Fire Bomb 2-10 same, added duration
Psionic Fire 2-10 4-12
Shrill Sound 1-5 3-4
Toxic Cloud 1-4 1-6
Tsunami 3-27 4-36
Whipping Rocks 2-10 4-10
Whirlwind 2-8 3-12
============================
Stand-alone components:
Individual item graphics (less items compared to the full version, will update eventually)
Faster combat
============================
New areas (testing versions)
============================
Marten's Pagoda preview (walkaround)
You can just add this and reload an existing save (even in Trynton), and the pagoda will be there. No interactivity yet.
Images:
Download
============================
Crypt BETA
Images:
Also retextures most terrain around Arnika and fixes seams and stretched textures.
Contains unofficial exe patch that fixes the speed wraparound bug.
Full documentation with credits will be included in the "final" release.
Run with !START!.bat
There is a new version of the fastanim.exe that doesn't break the mod like the original would.
- New monsters don't have fast animations yet, to ensure that everyone sees the proper ones. In the final version they will be affected by the faster combat animation mod.
- Beta version has no new keys included, so you get a message at places you will need or acquire a key in the final version.
This is done in order to keep item database untouched by the new dungeon for now and allow independent updates to the core mod and this extension.
Starting a new game is required. Works both with and without my other mods.
Always keep your savegame before you have enterted the crypt! So make a save, go in explore, then reload and go on with your game. This way you can add most possible fixes mid-game, without the need to restart. All visited areas keep their data in saves.
Download
Patches:
-A remnant from testing slipped in the beta, hereis the fix. Put it in data\databases if your refuse the insane experience points from the very first battle.
-Another fix, to be able to enter the crypt, hope it's the last nasty one.
============================
Dwarven city
Screenshots:
Test version download
Unpack the content of the archive in your Wizardry 8 clean install Levels subdirectory, start a new game, turn around and walk into the waterfall.
There is still a lot of geometry missing and the lighting is far from perfect, but you can get a good idea already.
My notes on dwarves in Wizardry, mostly for people with interest to collaborate:
The dwarven culture is not unified. For example some see unearthed artifacts as objects of worship, others as scientific specimen. For other they are valuables to be perfected and to hold monetary value, because of their beauty and/or rarity.
Possible plot points:
-Initially all buildings are on lockdown and the city is combat area only
-Dark Savant hijacked dwarven defense androids, considering who he is he should be pretty much the only one capable of this
-because they are so dependant on their mechanical bodyguards, all dwarves could be weak, stationary NPCs indoors, thus avoiding the problem of the current dwarf model for Wiz8 having only run anim and no walking one
-large crystal in the temple - option to either return it into the caverns to calm down the mountain, or take it to the lab to come up with scientific solution, either of them working could be a nice touch
Government:
-council of the wealthy - representatives of rich houses, investors
-council of the wise - scientists and inventors
-the Elder, akin to a president
Areas forbidden to outsiders (especially Dwarven ones)
-Hall of the ancestors
-brewery
Food source:
-hydroponics
-breeding giant moles or other subterranean creatures (animated 3D model needed)
-alternative - lab-grown tissue for food production
Luxury products:
-pipe tobacco, cigars
-jewelry
Science:
-geology, paleontology
-metallurgy, physics, chemistry, mathematics
-electronics, programming, AI (see above)
Magic:
-alchemy and divinity have their tradition, but lost some respect over time due to the rise of science
Recreation:
-martial arts
-drinking ale
-foosball - 1 instance, pretty much a joke like the Umpani rhino babe photo
-television (documentaries and soap operas especially popular) - several instances, maybe only a hint at soap opera
Possible plot points:
-Initially all buildings are on lockdown and the city is combat area only
-Dark Savant hijacked dwarven defense androids, considering who he is he should be pretty much the only one capable of this
-because they are so dependant on their mechanical bodyguards, all dwarves could be weak, stationary NPCs indoors, thus avoiding the problem of the current dwarf model for Wiz8 having only run anim and no walking one
-large crystal in the temple - option to either return it into the caverns to calm down the mountain, or take it to the lab to come up with scientific solution, either of them working could be a nice touch
Government:
-council of the wealthy - representatives of rich houses, investors
-council of the wise - scientists and inventors
-the Elder, akin to a president
Areas forbidden to outsiders (especially Dwarven ones)
-Hall of the ancestors
-brewery
Food source:
-hydroponics
-breeding giant moles or other subterranean creatures (animated 3D model needed)
-alternative - lab-grown tissue for food production
Luxury products:
-pipe tobacco, cigars
-jewelry
Science:
-geology, paleontology
-metallurgy, physics, chemistry, mathematics
-electronics, programming, AI (see above)
Magic:
-alchemy and divinity have their tradition, but lost some respect over time due to the rise of science
Recreation:
-martial arts
-drinking ale
-foosball - 1 instance, pretty much a joke like the Umpani rhino babe photo
-television (documentaries and soap operas especially popular) - several instances, maybe only a hint at soap opera
IF THIS MOD IS TO BE FINISHED IN ANY IMAGINABLE TIMEFRAME, I WILL NEED HELP
I expect the dwarven area to be ready for adding actual gameplay within a week. Then I'll wrap up the base version, at least database-wise so that no further updates to that one need editing both "vanilla" and "new content" variants.
Anyone joining the project will have two small and one large area to work with, so therefore I'm starting recruitment.
============================
A guide summarizing my findings while making the above areas can be downloaded here.
============================
Original thread that started this all is here.
Last edited: